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Sphere never sleeps
I've got a sphere rigidbody that doesn't seem to want to go to sleep.
When I start the game the sphere drops a tiny distance and then lands on a flat object and goes to sleep. I apply a force to the rigidbody and it wakes up, goes flying, comes to a halt (at least as far as one can perceive) and never goes back to sleep. When I check the object, the Y axis occasionally blips back and forth about .005 but it's only about a couple times a second and it goes back in forth rather than in a constant direction.
I've played with the Physics settings for Sleep Velocity and Sleep Angular Velocity with no results. I've turned it extremely high to like 500 and down to .001 but it makes no difference.
What else could I look at.
Hmmm you could try forcing it to Sleep when it meets some condition you define perhaps...
I have done that and while it works, I'm more trying to find out why the system doesn't work to begin with. It's not that I can't work around it, but I'd rather know a little more about what I'm doing wrong in Unity itself to get such a weird result compared to what I expected to happen.
Is it effectively rotating when it lands? Not moving position but still updating rotation?
Nope. Everything else stays perfectly still and constant except the Y axis position but even that just ticks back and forth fairly slowly.
"Feels" like the inertia tensor thinks something is happening - how odd. Is the surface it's on not-straight so that gravity is effectively pulling it into the surface and the solver is having to adjust it every frame to ensure that its position remains valid?
Answer by Vardan Meliksetyan · Feb 17, 2014 at 09:31 PM
If I understand right, you have sphere , you AddForce() function use for you sphere, and it after AddForce rotate/ move very slow but it moving. If I understand right, write comment and I can help in this question ok!
You must use at first physical material for floor, and for sphere. You must change rigidbody Drag and AngularDrag arguments. If this anwser is not enouth say ok!
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